#version 450 core 
layout (location = 0) in vec3 position; 
layout (location = 1) in vec3 color; 

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 ourColor; 
out vec4 fragPos;
void main() 
{ 

    //gl_Position =projection * view * model * vec4(position, 1.0); 
	fragPos = view * model * vec4(position, 1.0); 
	gl_Position = projection * fragPos;
    ourColor = vec3(0.5,0.5,0.5); 
}